great stuff
Really Cool Mat Set Ralph! But… I’m waiting for your Modeling Tutorials… and why not… on Gnomology Too!
bought them both. They make even my models look good! Thanks Ralph, for making these available. I’ve used your free ones so often, and now I’ve even more to choose from!
Just got em too , looking good , thanks.
Bought it! the best $40 spent in a long time.I recommend very heavily to everyone who sculpts with ZB3…
thanks Ralf:D
Keep making more! I bet you’ll be a rich man lol.
STUMPF,
How do you get sharp renders like this out of ZBrush? Even with antialiasing on full, I still get jagged edges on highest quality/best render.
PLEASE TELL US your render settings!!
If for some reason you cannot , please make a rendering tutorial to add to your gnomon matcaps. I’ve noticed there are no tutorials on this subject (zbrush final renders) and it would be great to see your professional workflow asap.
Great work as usual!
Many thanks for comments and interest in the Matcaps
and I’m glad you like it.
As I mentioned before it took a long time to make this
collection. The goal was to make a good model even
better with the right MatCap. To make a good MatCap
is hard to explain. The way also for me is “try and error”.
piz: A modeling tutorial would be nice and I hope I find the
time one day to capture a toon project.
james01: I have no special settings. All you can see in this
thread are only screen-grab’s. I set my Doc-size to 1600x1200
pixel and use the AAhalf button. Then I export the image with
export document. I also made every time an alpha channel.
To make an alpha channel set the background to black and
use the flat color material (with white as the color) for the
model and export this with export document. Hope this helps.
One tip more: If you have different subtools you get grey in the
alpha (if you don’t have filled the subtools with white) to prevent
this the fastest way is to make a new texture (256x256).
The texture overrules all polypainting and unfilled subtools
with the result that you have a pure white alpha.
Cheers
Ralf Stumpf
Nice tip.
Some excellent work Ralph!
Can you tell me what method you used to model your base meshes in particular the Hellboy figure? Do you model Poly by Poly or Box model etc? I have just been trying the poly by poly method, (drawing out the points and then extruding etc.) I find this method to be good for getting the vertices right but then when you extrude it is very time consuming pushing and pulling the polys. Can you share what method do you use to model the base meshes and post an image of the Hellboy base mesh.
Thanks
To Paint Guy- I don’t want to come off like a jerk or anything but…I asked this same question but not exactly how u asked it… I asked how did he start the hellboy image and he said earlier in this same thread that “IT STARTED IN ZBRUSH, WITH A POLELESS SPHERE” I believe a polysphere…
that was the basemesh…a sphere…No box modeling or poly by poly modeling…it was a sphere… just so u know…
I agree with what u said about the methods of modeling but whatever works for u…stick with it…no matter how long it takes to get one model done…stick with what works for u…
Selah
Well, the ZBrush-native polysphere does have poles at top and bottom. If Ralf is using a poleless sphere, that’s either imported from somewhere else, or was originally a cube. (there’s a ZScript floating around here which can make that conversion for you) But Selah’s point is valid – seeing that sphere won’t really teach you anything.
That said, Ralf does rebuild the topology on most of his models, and seeing the low-poly version he ended up with might well be informative.
I bring this up not to be a jerk either, but 'cause I think that an important point got lost in that exchange:
It’s creatively liberating to not worry about edge flow during the design phase of a model, but sooner or later, you do still need to deal with it.
Hmmm… true Ctrl-Z… I can say that I am curious to know though,how to create pole-less spheres in zbrush because I could have sworn that someone made a video about how to do it… and I actually thought the polysphere ztool didn’t have poles in it…but I guess I’m wrong about that but yeah I would really like to see stumpf do a timelapse (and it could be spead up a little or whatever, I just want to see one) cause he’s one of my favorite zbrush artist (if there is such a title) and his work is pretty awesome. especially the most recent ones we’ve seen here on the boards
but anyway…uhhh…
Later
I read through this whole thread but must have missed that part about Ralph using a sphere to sculpt the Hellboy character.
I know Ralph does model some of his base meshes in Maya and I’d still like to know what method he uses to model the base meshes (poly by poly or box modeling etc.)I would also be nice to see a few of his base meshes to see how many poly’s he uses etc. before importing them int ZB. I think it would be vey helpful for me at least.
I envy your level of cleanliness and sharpness in your modeling Ralf! Your work is really nice.
Thanks for comments.
For concept modeling I use often a poleless sphere ;it’s a subdivided cube and
you can find it ready to use in the folder (ZBrush3/Tool/polysphere).
It is a good starting point because it has no special direction no edge flow
and you can make any type of head from this. Or you make a very simple
base mesh in Maya (or any other program you like) and start from this.
I made a new dragon head. I made this as a demonstration for a ZBrush class
from a very low basemesh. Hope you like it.
Cheers
Ralf Stumpf
Beautiful work as ever Ralph. Well done.
Are you in the CGSociety uplift Universe contest?
If so, what’s your thread?
great stuff,I like it
Great work Ralph!
-Brandon
Fantastic!That is SO much what Zbrush is about!
Your students are lucky!